Fundamental Character Classes

Table: Core Class Statistics
Class Hit Die Attack Bonus Good Saving Throws Skill Points
Fighter d10 Level ×1 Fort 2 + Int mod
Cleric d8 Level ×3⁄4 Fort, Will 2 + Int mod
Rogue d6 Level ×3⁄4 Ref 8 + Int mod
Table: Modified Class Statistics
Class Hit Die Attack Bonus Good Saving Throws Skill Points
Fighter d10 Level ×1 Fort, Ref 4 + Int mod
Healer d8 Level ×3⁄4 Fort, Will 6 + Int mod
Expert d6 Level ×3⁄4 Ref, Will 8 + Int mod
Table: Special Abilities
Class Special Abilities
Fighter Strength, Dexterity, Constitution
Healer Constitution, Wisdom, Charisma
Expert Dexterity, Intelligence, Wisdom

The fighter class, the cleric class, and the rogue class are considered fundamental to any culture or race (CRIIv.3.0, p. 21). I take this to mean the character concepts exemplified by these classes are integral to the skill and combat system, so here we will experiment with generalizing them to work within other genres like adventure, science-fiction, etc..

What Needed to Change

The fighter is general enough, simply receiving bonus feats. The rogue is generalized to learn a myriad of skills, but leans a little hard on combat and trapfinding abilities. The cleric is specifically a magic user and priest, which doesn't fit into many genres.

Saving Throws and Skill Points

Since a lack of specific class features makes them rather underpowered; the fighter, cleric, and rogue foundations are given a boost to their saving throws and skill points.

Bonus Feats

Each class gains bonus feats in a similar manner to the core class fighter. This opens up many customization options.

Special Abilities

Each class gains special abilities from a list according its three most important ability scores.

Weapon and Armor Proficiency

Not all genres include martial weapons and armor as widely-used equipment. By default the foundational classes are proficient with all simple weapons, but not with any type of armor or shields. The DM may decide to modify these base proficiencies depending on the setting.

Fighter

Table: The Fighter
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st +1 +2 +2 +0Bonus feat, special ability
2nd +2 +3 +3 +0Bonus feat
3rd +3 +3 +3 +1Special ability
4th +4 +4 +4 +1Bonus feat
5th +5 +4 +4 +1Special ability
6th +6/+1 +5 +5 +2Bonus feat
7th +7/+2 +5 +5 +2Special ability
8th +8/+3 +6 +6 +2Bonus feat
9th +9/+4 +6 +6 +3Special ability
10th+10/+5 +7 +7 +3Bonus feat
11th+11/+6/+1 +7 +7 +3Special ability
12th+12/+7/+2 +8 +8 +4Bonus feat
13th+13/+8/+3 +8 +8 +4Special ability
14th+14/+9/+4 +9 +9 +4Bonus feat
15th+15/+10/+5 +9 +9 +5Special ability
16th+16/+11/+6/+1 +10+10+5Bonus feat
17th+17/+12/+7/+2 +10+10+5Special ability
18th+18/+13/+8/+3 +11+11+6Bonus feat
19th+19/+14/+9/+4 +11+11+6Special ability
20th+20/+15/+10/+5+12+12+6Bonus feat

The fighter is the brawn of the party, designed to be brave and stalwart in battle. This character is strong, fast, and tough.

Game Rule Information

The fighter has the following game statistics.

Abilities: Strength, Dexterity, and Constitution.

Alignment: Any.

Hit Die: d10.

Base Attack Bonus: Equal to total Hit Dice (as fighter).

Good Saving Throws: Fortitude and Reflex.

Class Skills

The fighter's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). See Skills I and Skills II for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency: Characters in this class are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Bonus Feats: At 1st level, this class gains a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The class gains an additional bonus feat at 2nd level and every two class levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats may be drawn from SRD Feats or any other list approved by the DM.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

Special abilities: At 1st level, and every two levels thereafter, this class gains a special ability. This may be chosen from among any Strength, Constitution, or Dexterity ability from the Special Abilities list.

Healer

Table: The Healer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st +0 +2 +0+2 Bonus feat, special ability
2nd +1 +3 +0+3 Bonus feat
3rd +2 +3 +1+3 Special ability
4th +3 +4 +1+4 Bonus feat
5th +3 +4 +1+4 Special ability
6th +4 +5 +2+5 Bonus feat
7th +5 +5 +2+5 Special ability
8th +6/+1 +6 +2+6 Bonus feat
9th +6/+1 +6 +3+6 Special ability
10th+7/+2 +7 +3+7 Bonus feat
11th+8/+3 +7 +3+7 Special ability
12th+9/+4 +8 +4+8 Bonus feat
13th+9/+4 +8 +4+8 Special ability
14th+10/+5 +9 +4+9 Bonus feat
15th+11/+6/+1 +9 +5+9 Special ability
16th+12/+7/+2 +10+5+10Bonus feat
17th+12/+7/+2 +10+5+10Special ability
18th+13/+8/+3 +11+6+11Bonus feat
19th+14/+9/+4 +11+6+11Special ability
20th+15/+10/+5+12+6+12Bonus feat

The healer is the heart of the party, designed to support the other characters and stay alive in combat. This character is tough, dedicated, and charismatic.

Game Rule Information

The healer has the following game statistics.

Abilities: Constitution, Wisdom, and Charisma.

Alignment: Any.

Hit Die: d8.

Base Attack Bonus: Equal to 3/4 total Hit Dice (as cleric).

Good Saving Throws: Fortitude and Will.

Class Skills

The healer's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Skills I and Skills II for skill descriptions.

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

All of the following are class features of the healer.

Weapon and Armor Proficiency: Characters in this class are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Bonus Feats: At 1st level, this class gains a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The class gains an additional bonus feat at 2nd level and every two class levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats may be drawn from SRD Feats or any other list approved by the DM.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

Special abilities: At 1st level, and every two levels thereafter, this class gains a special ability. This may be chosen from among any Constitution, Wisdom, or Charisma ability from the Special Abilities list.

Expert

Table: The Expert
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st +0 +0+2 +2 Bonus feat, special ability
2nd +1 +0+3 +3 Bonus feat
3rd +2 +1+3 +3 Special ability
4th +3 +1+4 +4 Bonus feat
5th +3 +1+4 +4 Special ability
6th +4 +2+5 +5 Bonus feat
7th +5 +2+5 +5 Special ability
8th +6/+1 +2+6 +6 Bonus feat
9th +6/+1 +3+6 +6 Special ability
10th+7/+2 +3+7 +7 Bonus feat
11th+8/+3 +3+7 +7 Special ability
12th+9/+4 +4+8 +8 Bonus feat
13th+9/+4 +4+8 +8 Special ability
14th+10/+5 +4+9 +9 Bonus feat
15th+11/+6/+1 +5+9 +9 Special ability
16th+12/+7/+2 +5+10+10Bonus feat
17th+12/+7/+2 +5+10+10Special ability
18th+13/+8/+3 +6+11+11Bonus feat
19th+14/+9/+4 +6+11+11Special ability
20th+15/+10/+5+6+12+12Bonus feat

The expert is the brains of the party, specializing in skill and technique. This character is fast, smart, and dedicated.

Game Rule Information

The expert has the following game statistics.

Abilities: Dexterity, Intelligence, and Wisdom.

Alignment: Any.

Hit Die: d6.

Base Attack Bonus: Equal to 3/4 total Hit Dice (as cleric).

Good Saving Throws: Reflex and Will.

Class Skills

The expert's class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Skills I and Skills II for skill descriptions.

Skill Points at 1st Level: (8 + Int modifier) x 4.

Skill Points at Each Additional Level: 8 + Int modifier.

Class Features

All of the following are class features of the expert.

Weapon and Armor Proficiency: Characters in this class are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Bonus Feats: At 1st level, this class gains a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The class gains an additional bonus feat at 2nd level and every two class levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats may be drawn from SRD Feats or any other list approved by the DM.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

Special abilities: At 1st level, and every two levels thereafter, this class gains a special ability. This may be chosen from among any Dexterity, Intelligence, or Wisdom ability from the Special Abilities list.

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